A game where there are gnomes. Online games about gnomes. Craft the World - survival sandbox

Only isolated tribes from the Amazon valley or New Guinea are probably not familiar with book and movie gnomes. We are already accustomed to seeing on the screens and pages of books stern bearded big men with axes, hardworking miners, keepers of secrets and treasures, and in many RPGs gnomes are one of the standard races. How did it happen?

The creatures that served as one of their main prototypes were not at all brave warriors or cuties with big kind eyes, as in Snow White. The gods created Scandinavian tsvergs or lower alves (in fact, evil relatives, also called svartalvs, from svart - black) from grave worms that ate the corpse of the giant Ymir. Not only did the parents show an extremely perverse fantasy in this, they also decided to mock their children - they sent a curse on them that turns the miniatures into stone, as soon as the sunlight touches their skin. And could anything good be expected from creatures born in this way, also cursed by the gods, so that they would not harm their elf brothers, whom their parents clearly loved more?

It turned out that it is possible. The Tsvergs have shown a talent for blacksmithing, it was they who forged for Odin the spear Gugnir, which pierces the thickest armor and smashes any target, the Draupnir ring, which every ninth night brings its owner eight golden rings, from which a belt of invulnerability can be made, and even pure gold hair for the goddess Siv, who is vile Loki shaved his head.

So the gnomes became associated with secrets, treasures, underground kingdoms, and craftsmanship. But, judging by the Scandinavian Eddas, these dwarfs do not hold cunning.

In German fairy tales of the 17th-19th centuries, gnomes retain these features, and sometimes also show magical abilities. They appear either bad or good, punishing evil and rewarding good, and sometimes give gifts with a trick. In the wake of the popularity of these fairy tales, in the middle of the century before last, the first garden gnomes appeared, which to this day can be found at the homes of Europeans.

It is impossible not to pay tribute to the greatest popularizer of the gnomes - Tolkien. It was with his light hand that characters appeared that they probably don’t know about, again, only people living in isolation from mass culture. His dwarves are fearless warriors, wielding heavy axes, endowed with great strength, short, broad-shouldered and proud. Surely it was Scandinavian origin that inspired the creator to give them the features of northern berserkers.

Approximately in this form, gnomes appeared not only in children's fairy tales, but also on the pages of serious fantasy books by Pratchett, Salvatore, Sapkowski, etc. It is not surprising that game industry I couldn't get past these characters. By the way, D&D insists on a significant difference between the dwarf and gnome races. Dwarves are kind of undersized, excellent warriors and blacksmiths, and gnomes are creatures even lower than dwarves, not so strong and broad-shouldered, prefer magic, and in some worlds become cool engineers.

Interestingly, the derivatives of "dwarf" or "dwarf" did not take root everywhere. For example, in Poland they came up with their own name - dwarves. This is how Sapkowski also calls them in The Witcher, describing them as skilled warriors, successful entrepreneurs, merry fellows and terrible foul language, who firmly believe that men of all races and ages dream of their women. By the way, dwarves do not appear in Pan Andrzej's novels, and many other authors sin in the same way. In the case of The Witcher, the absence of women can be explained by the fact that fathers and husbands protect them too much from lustful human and elven eyes. Perhaps this is also due to the jokes that any gnome is able to measure the length and density of a beard with a gnome.

Single player and games with active multiplayer

10. Sacred Series

9. Total War: WARHAMMER

total war: WARHAMMER perfectly combines typical city-building strategies and dynamic battles. There are even flying troops here, which was not there before.

The dwarves have a lot of military advantages here: all the warriors except the avengers are packed in thick armor, so enemy fighters who specialize in unprotected targets are unlikely to harm them, dwarf infantry is a formidable force, and their arrows, although slow and not so long-range but very durable. But, in order to strike a balance, the developers thought about weaknesses gnomes. They are not subject to magic, cavalry is not available, and their slowness can play a cruel joke on the battlefield.

8. The Dwarves

This game is entirely dedicated to dwarves and is based on the book by Markus Heitz "Lord of the Dwarves". The plot cannot be called original: as always in fantasy, we have main character who needs to go somewhere, and on the way he gathers a detachment of escorts, who also need to go there for some reason. But all these characters are quite interesting and add variety to the gameplay.

The world of The Dwarves is large, but sometimes it seems empty. This is due to the fact that the developers decided to focus on battles. And here they are like the subway at rush hour: whole hordes of enemies huddle in a limited space, there is really nowhere to turn around, and new warriors immediately arrive in place of the fallen.

7. We Are The Dwarves

Imagine the gnomes arriving in a flying saucer. Unusual, right? Namely, this is the plot of We Are The Dwarves - about gnomes on PC from the Ukrainian studio Whale Rock Games. The brave dwarves got into theirs and went in search of new sources of energy in order to save their people from extinction.

6. The Dwarf Run

The Dwarf Run tells the story of a pair of dwarves, an elf and a wizard embarking on a perilous journey in search of valuable artifacts. Each member of the squad has its own role and its own characteristics, respectively, and you need to pump each one separately. They are waiting for a lot of adventures, battles, intrigues, coups and other events in which, by the will of fate, they will have to participate.

Turn-based battles in the game are constantly replaced by point-n-click , so that the gameplay does not become monotonous and tedious. All this is seasoned with a fabulous atmosphere and good humor.

5. Dwarfs!?

Dwarfs!? confidently follows the tradition of Dwarf Fortress, which we will talk about below. You will become the ruler of an underground colony of dwarves and will do your best to expand, protect and develop it. Death, of course, will still come for your wards, but only in your power to make her wait longer.

In Dwarfs!? there are several difficulty levels and modes, so the game can last as long as five minutes, or almost indefinitely, a lot of different opponents, and the caves are randomly generated, so you can’t complain about the monotony. You can download the game in .

4Dwarf Fortress

Dwarf Fortress has been brainwashing players since 2006. With an almost complete lack of graphics, the game boasts depth and excellent gameplay. Because of the unsightly for a modern gamer, spoiled by the realism of the picture, appearance and in places of simply monstrous complexity, Dwarf Fortress does not have so many fans, but those that are are very devoted to the game.

You have to build a gnome city, build infrastructure there, repel enemy attacks and make sure that your wards, who have their own characters and psychological characteristics, are in good mood and good health. At the same time, any minor mistake or careless movement can turn into, if not a disaster, then a major nuisance.

3. Neverwinter Nights Series

2 Arcanum: Of Steamworks and Magick Obscura

1. Craft The World

MMOs where you can play as a dwarf

5. Panzar: Forged by Chaos

No one expected anything new from session action films, but in 2012 the world saw the light in a fantasy setting from the domestic Panzar Studio. This is a dynamic and very nice rubilovo, the teams are fighting for honors and resources. The received points are spent on pumping the character, and they pay with gold for new clothes and weapons.

Races here are tightly tied to classes: dwarves can be sappers and gunners. The first ones are a good support, blow up opponents with mines, mount teleporters and do a lot of things useful for the team. The latter, in the blink of an eye, collect machine-gun installations and bring down lead rain on the enemy.

4. Forsaken World

3. Neverwinter Online

Neverwinter Online - another piece perfect world, but this time in the universe of the Forgotten Realms, and really worthy. In addition to all the traditional MMORPG components, there are many interesting features here: separately pumped companions, a complex crafting system, an unlimited number of professions, and even the ability to write quests on your own. In addition, the game is free, but, of course, no one forbids donating.

The choice of races here is wide, there is a whole set of elven races alone, and, of course, it could not have done without dwarves. They have increased resistance to damage over time effects, durability, they are not so easily knocked down in combat, they have a bonus to strength, stamina and wisdom, which makes them excellent in and dp in .

2. The Lord of the Rings Online

The Lord of the Rings Online can hardly compete with the leaders of the genre, but still it is so far the only MMORPG in the Tolkien universe. Naturally, fans of The Lord of the Rings immediately ran to conquer the expanses of Middle-earth as soon as the opportunity arose, and, I must say, many remained. The game does not shine with graphics, but the locations are drawn to the smallest detail and almost completely correspond to the descriptions in the books, because the developers spent a decent amount of time studying the source.

The game races are also quite consistent with the book races, of course, among them there are also brave gnomes. But not all classes are available to them. But this is not racial discrimination at all, because the developers have imposed such a restriction on everyone else. But there is discrimination based on gender - alas, you cannot create a dwarf.

1. World of Warcraft

It is hardly worth reminding once again of the greatness of the legendary offspring. World of Warcraft over the years of its existence, with each new addition, has become a second home for an increasing number of gamers from all over the world. There was also a place here for those who dreamed of feeling like a stern stocky warrior.

Gnomes and dwarves in WoW are two separate races, but both fight on the side of the Alliance. Broad-shouldered and stern dwarves are talented archaeologists and skilled fighters, they resist ice magic better than others, they crit more strongly, they can turn to stone, thereby removing the effects of the disease and other unpleasant curses. The cute little gnomes are quick to escape from traps with their agility, resist arcane magic, have the easiest engineering skills, and their speed is a real advantage on the battlefield.

Free online games about gnomes are collected in this list, from different genres and directions in which the race of gnomes is present. Mostly gnomes can be found in fantasy RPG games, where the dwarves are presented as miners, exquisite jewelers and outstanding blacksmiths who know a lot about crafting game items. Gnomes are outwardly small people, sullen, bearded, physically hardy and strong like their weapons and armor. Most of them belong to the game class "tanks".

- Team MOBA with RPG elements

Panzar- fantasy MOBA with elements of dynamic action, shooter and RPG. Team by team are cut in continuous battles in the center of the map, and victory in the match depends on the rules of the game mode. Create your character by choosing from eight unique classes. After each match, the character receives rewards, artifacts, gold, new skills, weapons, armor and equipment are unlocked. Buy the hero armor, weapons, potions with mana and lives, and go into battle.

“And if you are told to dig into the ground, then you dig in! Otherwise, you won't win! (Idiomatic expressions omitted.)"

Ukrainian instructor of the Russian team in "Behind the glass - 3"

You may have been confused by the fact that in the title of this material I also wrote the European name of the game. Don't be embarrassed! I'm just paying tribute to justice: in the beginning it was just Diggles(and without any definite article “The” at the beginning). Then it became more difficult: as soon as the developers realized that they were going far and for a long time beyond the scope of the next Digger clone, they immediately renamed their product to Wiggles, and at this stage, our eagles from Snowball joined them (and without any irony - the guys just have a nose for products worthy of localization. On behalf of the entire editorial staff of Igromania, I would venture to express our ... what is it called ... well, in in general, you understand, assurances of due respect ...). After that, the game became known as "Gnomes", and nothing else!

Here we are - Gnomes!

For the Americans, a version called Diggles: The Myth Of Fenris- they, maniacs, as soon as they see something, in the first syllable of which it says Dig (dig, dig), they immediately grab it (it should be noted, a win-win move by Innonics marketers, although the company still died)! Wiggles (Fidgets) came out in enlightened Europe - also worthy: without pretensions and unnecessary luxury. And in our penates about the "Gnomes" it became known a year ago.

I confess that I reacted without too much excitement to the stormy advertising campaign launched by the 1C company, which acted as a Russian publisher. Well, localization! Well another!! So what!!! Think! Moreover, just at that time the whole world was anxiously awaiting news about the “Emiurges” and other hit games. They knew about the "Gnomes", but did not take them seriously. Moreover, they were not taken seriously even after the release. But in vain!

The notorious “fucked up” atmosphere of the game and the unoptimized, slow engine are to blame for everything. Yes, there is! But the atmosphere, in my opinion, is exactly what is needed here; and the engine can be slightly “optimized” by installing an optimization program random access memory(for example, I have RamBuster). Although in any case - less than 128 Mb RAM in the case of the "Gnomes" is nonsense. Again, it makes sense to create a swap file on your hard drive that is at least 650 megabytes in size. And this must be done regardless of the availability free space on the disk - even if you have a 20-gigabyte screw and there is nothing on it except for the system and “Gnomes”. This is what the developers have tried: the game does not like the RAM very much, it does not even load it completely, but it communicates very willingly with the swap.

If you don't know how to create a swap, then... That's okay - read on. Will explain. So: Start/Settings/Control Panel/System/Performance. We press the button "Virtual Memory", mark the item “Virtual memory settings are determined manually” and write to "Minimum" and "Maximum" no less than 650 (more is possible). Reboot and defragment the disk (preferably using the Norton Utilities latest versions) to place the swap file in the fastest area of ​​the hard drive. Now the "Gnomes" will more or less perky move around the screen.

To avoid problems with sound, install the game in the default directory. You can try to install them in your favorite Games folder, just call the installation directory in Latin letters, such as C:\Games\Gnomes\, and by no means C:\Games\Gnomes\- does not like Cyrillic game! And she doesn't like the latest Microsoft hit - Windows XP.

What else should be said before we start debriefing ... Oh yes, that's what! I - along with you - play "Gnomes" and in no case Wiggles or, God forbid, Diggles. Our localization is one hundred percent better than even the original in all respects. This is how miracles happen!

My only gripe is the subtitles. Although, too - how to look. The subtitles are what the actors were supposed to read; and in nature - what they pronounce. So, this inconsistency, oddly enough, is good for the game: you hear what you hear, and you read how it should be. Moreover, these two incarnations quite easily add up in the brain into a single picture, and understanding who, what, when and why wants from you does not present any problem. Moreover, voices, translation and all things attached for localization criticism do not cause any complaints. We did better than the Germans! That's it!

In the beginning was the word. And the word was - God ...

In fact, it was the other way around. First One (who said “Yahweh”? Catch, arrest and in handcuffs - to the Promised Land!) created the Earth, and only then called it Midgard (for those who do not understand Swedish: Middle-earth), inhabited it, as usual, and then, an infection, lost his beloved dog - Fenrir . We are divided in half, but Odin cannot live without a dog! Therefore, this bastard wakes us up in the middle of the night and sends us in search of Fenrir. Of course, we just don’t agree: for what he woke up, sent and finally - a beard to us and a name: gnomes!

"OK!" - said Odin. “But only after the animal is caught. Especially since he has a collar made of several rings that I really need!!”

“Ezhkin cat!” - everyone exclaimed and began to convulsively review The Lord of the Rings. But in vain! Nothing like that, my dears.

Firstly, in no case do not press the escape while the creators' videos are on - you will miss a wonderful cartoon about the creation of Midgard.

Secondly, do not be so self-confident: do not immediately put pressure on "Campaign" , honest pioneering - better click on "Introduction" : and you will like it, and you will learn everything thoroughly about Fenrir, and how to handle the game, in an hour or more of a tutorial, you will also more or less understand!

Introduction

And here everything is simple ... Ha! I was joking ... Have you already understood that everything is not so simple as this devil (that is, me) paints?! Correctly understood. Let's start with management.

“So everything is written on the disk. The guide is attached. In the tutorial, they told and showed!” - the inexperienced reader will exclaim. And it will be wrong!

Yes, it's written. Yes - attached. Yes - told and shown. But...

I must say right away that it is much better to print the following text and keep it in front of your eyes than to constantly climb on the cover of the disc and in the Manual (which, by the way, is not very good. However, it always has been and will be. And thank Odin - otherwise there would be no our magazine!).

Is this argument not enough for you? Then excuse me. Delete all text and play by yourself: One will help you...

With everyone else who is not so self-confident, we will repeat what we read in the manual and on the disk. Repetition, as you know, is the mother!

So basically game screen(look at the screenshot) you see a lot of things. Let's go in circles.

In the upper left corner there is an icon that calls the main menu with all known items such as “Save”, “Load”, “Options”, etc.

At the top, in the center of the screen, there is a ticker: in it you will receive all the information you need about the life of your wards, quests, new inventions... Moreover, the ticker is interactive. Let's say it contains a message: "New Invention: Brothel" (why are you smiling? There is such a building!); by clicking on this message, you will immediately receive a description of the newly invented structure, purpose and other useful information. If the information concerns a gnome, then clicking on the running line will instantly take you to this gnome. You can delete a message from the ticker (they are very intrusive) by right-clicking on it.

In the upper right corner of the screen is an information panel (at least that's what I call it). This is the main panel you will be working with. The icon above it switches the panel with a list of all your buildings to a list of gnomes. Double clicking on any of the menu items will take you to that gnome/building.

When the information panel shows a list of gnomes, then clicking on the name of the gnome will show all his ins and outs in percentage: hunger, skills, mood and other necessary information.

In the lower right corner - the clock. The thing is very necessary for the correct distribution of working time. You can assign your own periods of work and rest to each dwarf - to do this, you just need to move the icons with the moon or the sun by the required number of divisions with the left mouse button pressed. The light part of the dial will mean working hours, the dark part - hours of rest. Under the dial there are three numbers separated by a dot, these are the in-game day, month and year. So 14.6.3 means the fourteenth day of the sixth month of the third year of playing time.

Next to the dial are gears. If they are not crossed out, then the gnome (s) manage their own time: during working hours they do what they are best able to do (if there are no direct orders), during non-working hours they do what they want. It is called automatic planning. If you do not need it, click on the gears, and then the gnome with whom you do this will stand in place as if rooted to the spot, waiting for where you will send him next. At the same time, you will not force him to make anything in the buildings with any gingerbread, as well as to eat food and perform other actions on his own - the dwarf is always waiting for your orders. Cancellation of automatic scheduling is a very important step. Think a hundred times before committing it. Otherwise, there is a high probability that the dwarf you forgot with canceled automatic planning will starve to death in the forgotten One Corner of Midgard.

In the middle of the bottom edge of the screen stretches a row of icons. If in information panel nothing is selected (and you can reset the selection in the information panel by right-clicking anywhere on the screen), then at the bottom you will see “digging” icons: tunnel, tiny, small, medium, large caves and an eraser. It is easy to guess that clicking on the icon will turn the cursor into a future dungeon planner.

Highlighting any gnome (in the panel or just on the screen) will cause the inventory to appear. Unfortunately, you cannot move items inside the inventory. Everything sits there like a glove. Moreover, it is impossible to call the inventories of two gnomes at once and carry out an exchange between them. The only way to change the items of two gnomes is to bring them together in one place, to force one gnome to throw off the items he does not need (click on the item and another click while holding the key Shift), and then order the second dwarf to pick up the thrown one.

If there is any edible item or elixir in the inventory, then you can make the gnome eat or drink it by pressing the key alt and clicking on the item with the mouse.

When you select a building, the products that you can produce in this building will appear below. If the product icon has a question mark, then this product still needs to be invented. When you hover over the icon, the name and amount of resources required to manufacture a unit of the product will appear. A dimmed icon means that your gnomes don't have enough experience to invent this product. The orange icon indicates a lack of resources.

And finally, at the bottom left is a mini-map with zoom buttons. Your buildings and dwarves are marked in green on it, in blue - found resources, weapons, books and other useful things, in yellow - neutral objects, in red - of course, enemy ones. Clicking anywhere on the minimap will take you there.

Everything seems to be with the interface. It remains to deal with the camera. She rotates and scales a little here, although, as rightly noted in our “Verdict”, it is possible to play only in one camera position - when she looks directly at what is happening from the maximum distance. But in any case, you can rotate the camera by holding the key ctrl and moving the mouse; the same, only when pressed right button, scales the game screen.

All other buttons are painted on the disc cover, and I will also name the most necessary buttons and keyboard shortcuts. The only thing to note is that there was a misspelling on the cover of the CD: the key F5 shows the pedigree of the selected gnome, and the key F6, respectively, calls the tree of already discovered technologies (it is needed in order to remind you what and where you can produce and what it is for - the technology tree is like an interactive encyclopedia).

Building

The first thing you have to do in Dwarfs is dig and build. Without it, you will get stuck, and quickly enough. We will talk about “digging” in more detail below, but let’s talk about “building” now.

Buildings in the game are divided into two types: industrial and social. Buildings of the first type, as you might guess, produce, process, cook something... Nothing is produced in social buildings - they are intended solely for the rest and leisure of your wards.

All buildings are delivered exclusively in a packaged form - in boxes that contain the resources necessary for the construction of this building. To install a building, you need to click on the box, click on the icon that appears below “Unpack” and then move the translucent outline of the future building to the right place in the dungeon until it turns green. As soon as you achieve this, shout “Hurrah!” and click with the left mouse button. The contour will unhook from the cursor and fall into place, and the free gnome, who still has working hours, will pick up the box and slowly set off to build a house. I note right away that any attempts to build anything in the tunnels will fail immediately. For any building, even for a primitive fire, a cave is needed - either natural or dug out by your hard workers. Moreover, the cave must be the right size. If a fire is placed in a tiny cave, then the reactor, of course, will not fit there. And one more thing: you can build a building on the site of freshly cut mushrooms, but mushrooms will not grow in this place anymore, and this is one of the most important resources in the game, especially at the beginning.

As I already mentioned, resources are needed for construction and production. There are many of them. I'll try to list everything: mushroom caps, mushroom legs, hamsters, worms, stone, coal, iron, gold, crystals. Perhaps I forgot something.

Hats, hamsters and worms are used mainly as food, although hamsters also act as engines for power plants and racehorses. Coal is fuel. Everything else is building material. Moreover, mushroom legs, no matter how absurd it sounds, are a local analogue of a tree, so do not be surprised that in sawmill and Carpenter's workshop you will be asked for this crunchy delicacy.

All resources are usually freely lying around or growing in the dungeons of Midgard. However, lumps of ore also come across, which must first be broken up, if necessary, melted down, and only then put into production pure material. Accordingly, buildings that use the same type of resources must be built next to, firstly, the source of resources, and secondly, next to the enterprise processing this type of ore.

Of course, the sources of resources are not endless. Moreover, they tend to end very quickly. But here two pleasant moments will come to your aid. For starters, you can simply pack a building into a box by selecting it and clicking on the appropriate icon, and then give it to some gnome ( alt+click on the box), drag to the newly opened and broken source of resources and unpack it.

Hint: to avoid this mess, before clicking on the package icon, press and hold the Alt key, and then simply move the semi-transparent outline to a new location. The dwarf will pack the building, take it and rush to build it again.

Moreover, for unpacking and new construction, you no longer need resources - everything you need is in the box. The second point is border posts. Many do not understand their purpose, but if you install such a pillar near a broken block, then your dwarves will see this resource and, if necessary, go after it even to the other end of the map.

Any building in the game can be packed and moved to a new location, and this will have to be done quite often. The procedure is rather dreary, but necessary - the deeper your gnomes dig into the center of Midgard, the longer they will have to run to the base to eat or improve their health. It can get to the point that all their free time they will run to the kitchen to eat, and all their work time will go back to the place of digging or other work.

Of course, when transferring the entire base, a lot of time is spent on packing, dragging boxes, dragging already made materials, food, etc. And here such a useful structure comes to the rescue, such as stock. In this building, you can store any materials, resources, food, boxes - of your choice or all at once. Moreover, when packing a warehouse, all things stored in it are packed together with it in one (!) Compact box. Accordingly, the time for carrying, deploying the base in a new place and starting the production cycle is significantly reduced.

Now let's deal with biological resources. With mushrooms, worms and hamsters. In addition to the fact that they can be collected in tunnels, which is long and inefficient, all living things can be produced on farms, which is much more convenient, especially if you place farms next to a place that produces food. One farm can produce only one type of product: either mushrooms, or hamsters, or worms. The type of product being produced shows a green light next to the corresponding icon. Moreover, to start the production cycle, it is necessary to deliver the source material to the farm: a mushroom cap, a couple of hamsters or worms. Of course, you can switch the type of product produced on the farm at any time. If with livestock farms everything is clear - they have a place at the catering unit, then here mushroom farm tear apart the kitchen and the woodworking industry. Here's a reason for you to rack your brains over base planning.

About half of the buildings available in the "Gnomes" work exclusively on energy. There are three types of energy in the game: the energy of the first type is generated in the wheels that are turned by hamsters or water (hamsters periodically need to be replaced - they are alive, but you can’t always find water. Dilemma!), the energy of the second type is supplied by a coal-fired steam engine, and, finally, the energy of the third type is generated by the reactor, which requires energy of the lower types to run. The energy generated does not cover the entire map - that would be too easy. The range of energy installations is limited, so place buildings that need energy next to the corresponding installation. The scope of the energy field is visible if you turn off this power plant - the blue area just shows the radius of action.

Doors, traps, stairs and elevators. Everything should be clear with this: doors and traps protect you from the intrusion of uninvited guests, stairs and elevators speed up movement along vertical adits. To speed up horizontal movement, you should invent and make flying boards or, at worst, hamster horses as soon as possible (the gnome must have a board or horse in his inventory so that he can use them). Stairs and elevators can also be packed and relocated to the right place.

At the same time, one unit of the product is produced in one building, however, you can assign as many products as you like to production - for which there are resources, it will be manufactured. You can produce from 1 to 9 units of a product, followed by an infinity sign (that is, the product is produced indefinitely), although the information panel will indicate that the building produces 10 units of this product. Don't let this message discourage you. It makes sense to endlessly produce only food, and, perhaps, an elixir of health - elisdor.

By the way, if we are talking about names (although this does not apply directly to buildings, you will still produce THIS in them). Most of the names in the game are compound words. Don't let words like this scare you: zharrib, grill, chervesu, elimol, grill... Just turn on your brains and imagination, and you will understand that zharrib is a fried mushroom, grihl is a mushroom grill, chervesu is a soup of worms, elimol is an elixir of youth, grilik is a mushroom liquor. In any case, when you invent something with an incomprehensible name, click on the message in the running line or call up the technology tree and again click on the incomprehensible name - you will receive a description of this product (in the technology tree, a description can only be obtained for an already invented product or building).

Buildings of enemy gnome clans can be captured. To do this, just hover over someone else's building, hold down alt and click on it.

That's about all there is to buildings. Do not forget, after building something, select this building and see what you can do there - turn it on, invent it, build it, produce it, etc.

Gnomes

In fact, it would be more correct to call them wiggles (fidgets), they will become full-fledged gnomes only in the final video. In the meantime, they are a solid walking misunderstanding that requires constant supervision. Well, okay, gnomes - so gnomes! So familiar and understandable.

I already said that full list the Fidget clan you lead is displayed in the upper right corner of the screen. Next to the gnome's name, you will see three indicators. The first is the familiar health bar that changes its color from green to red, the second indicator is an indicator of work: if the moon is on it, the gnome has free time; a rhombus on a black background - the gnome does not work, although he has working hours; the same rhombus on a red background means that the gnome is in this moment working hard. And the very last, third indicator displays the moral state of this gnome - everything is clear here, since the moral state is depicted by a face in the range from smiling to sad.

When a gnome is selected, a white aura lights up around him, the information panel opens, and you get information about this gnome. What is he doing at the moment, his health, satiety, attention, mood. These are the main parameters that are present in each gnome. Of course, they must be maintained at a decent level: give them food, communicate with each other, relax ... And all this gnomes can do only after hours. If during working hours you bring a hungry gnome to a place where food is being prepared, then he will not rush to eat (unless you direct him to do so), but most likely, he will put on a chef's hat and go to cook food without taking a crumb in his mouth.

You can force the gnome to use any object lying on the ground by holding down the key alt and clicking on it. If you simply click on an item, such as food, the gnome will put it in the inventory. However, in any case, each gnome must have one free slot in the inventory - even when using the item on the spot, the gnome will first of all send it to the inventory, and only then use it for its intended purpose. I have one dwarf died of hunger, although he was standing among a pile of food - his inventory was completely clogged. However, we digress.

In addition to the basic parameters already mentioned, each gnome also has its own special skills that you can develop by forcing the gnome to do what he is best able to do. However, you can always change the gnome's professional orientation, forcing him to do something other than his own - sooner or later he will learn and become a specialist in another profession.

The same goes for martial arts. The information panel displays only the most developed skills of this gnome (to view full statistics, click F3). And if you see that this dwarf is excellent with swords, however, the indicator Shooting is not even displayed, this does not mean that over time it will not be possible to make a master of sports in clay shooting out of a gnome - just hand him a slingshot that does not require shooting experience, discard all swords from your inventory, and the gnome willy-nilly have to shoot at enemies, developing it's a shooting indicator. Later, you can give him more modern small arms.

By the way, about “throw out of inventory”... You can't force a gnome to use a weapon you like - a gnome always uses the most powerful gnome development available and available at the moment. So if the gnome has a cool sword and a worthless slingshot in his inventory, then the choice will be in favor of the sword, and the slingshot will still lie dead weight. So I prefer to have only two weapons in the inventory from the ammunition - the one that the dwarf uses now, and the one that the dwarf can use with the accumulation of experience (it is yellow). After the gnome can use a more powerful weapon, the old one is either simply thrown away or transferred to another less developed gnome who does not yet have such a thing.

Again, before you rush to pick up another shiny little thing that has fallen out of another broken barrel, look - which dwarf needs it more. Suppose you found a sword two-handed requiring skill Two-handed combat , let's say 14, and you ordered a dwarf to pick it up, who has this skill 2, because he is a natural (or developed) hand-to-hand fighter. And what is the result? The treasury sword lies dead weight in the stash, and this dwarf will not use it in life, because without the younger two-handed swords he will never pump to the required level!

True, there is another way to pump the abilities of the gnomes. And this way - books! They, along with resources and weapons, come across in barrels and chests, generously scattered around the level map by the developer. When you find a book, hover over it and you will see its title. Most often it is somewhat abstract, for example: “All about belts.” Try to guess that reading this tome will increase the skill hand-to-hand combat from a gnome who has read this book. You can take the book with you or read it on the spot ( alt+ click on the book). After reading the book disappears. This is a nuisance, but you can deal with it if you master all this text or immediately jump to its end.

So, you have already guessed that from the gnomes you have to educate specialists. Mine-laying specialists, stone-working specialists, metal-smelting specialists, crystal-cutting specialists, war-experts...God knows what other specialists!

How would you do it so as not to get confused? Personally, I divided the gnomes into two halves and assigned each half the working hours so that it begins at that bright moment when the other half goes on vacation. From each half, two gnomes were appointed miners (to select multiple gnomes, hold Shift, and you can assign a number to a selected detachment by the combination familiar to all strategists ctrl+ number key. Moreover, the same dwarf can be assigned to different units at the same time. So, I had one of the miners sitting in the squad under the number 1 and at the same time was a shooter in the squad 8 - when you press 1 or 8, he safely ended up in the team that was needed at the moment), and the rest were attached to different buildings one by one: a pair of gnomes from different halves were responsible for the fire, a couple for the farm, etc. A gnome attached to the building (select a gnome, point to the desired building, press alt and click on a building) works in that building for as long as there is work there, and then goes off to do something else, like help the miners.

So do the dwarves that you force, for example, to break a rock - they will gouge all the blocks with resources that they see (that's what the border posts are for), and then do something else.

If the gnomes are not attached to buildings and not forced to do a specific job, then they will rush to the work for which they have enough skills - this is a chaotic and uncontrollable process. Who knows what will come into his head? As a result, you will not get a single specialist - everyone will be underdeveloped generalists. Do you need it?

I gave weapons to all the gnomes without exception. Miners should definitely have it - they are the very first to face dangers. In principle, I got miners-warriors, but no one bothers you to create special military units and send them to the place of the lists instead of the miners, who will have to quickly take their feet.

In "Gnomes" in addition to unconditional underground enemies and trolls subordinate to Fenrir, you will also meet other gnome clans. Most of them are indifferent to you, but you can easily make enemies out of them by stealing food and resources from them (which you, of course, badly need, otherwise, no, no!), Or simply attacking any strange dwarf by pressing alt and clicking on it. All buildings and alien gnomes on the mini-map will instantly turn from yellow to red, and you can fight your competitors to your heart's content. Why is it necessary? Well, firstly, in the name of increasing military skills, and secondly - do you remember that you can capture buildings? Here you go! Fortunately, the materials, resources and food that have already been worked out by others do not go anywhere, and after capturing them, you can use them for the greater glory of the Fidget clan. Although this is a very unhealthy way! Oh no no no!!!

But how do you get so many gnomes? After all, there are so many buildings that need to be looked after, and there are only six gnomes! So they multiply! As soon as you leave the resting gnomes alone, they, after eating a hearty meal and having a sweet sleep, begin to breed chatter, discussing pressing problems. And somehow it turns out that during this very non-binding chatter, couples are created and children are conceived. After a not very long period of pregnancy, little gnomes appear, who have already inherited some parenting skills. The first day of their life, they are not capable of anything: they crawl everywhere, cooing, drooling ... And only then they grow up and become full members of your dwarf team. And from this moment on, you personally should deal with the upbringing of a beginner. Hence the conclusion: in order to receive a constant increase in the population and prevent a demographic crisis, representatives of both sexes must have a rest at the same time. And during the rest, it is advisable not to touch them, not to force them to dig some adit that you suddenly urgently need. “Gnomes” is a leisurely game, there is nowhere to rush and there is no need. Better than any other game, the gamer's saying fits "Gnomes": "Hurry up - you'll reboot!". However, population growth can be caused by letting the dwarves get drunk love potion or dwarves.

If gnomes are born, does that mean they die? But how! The average duration of a dwarf life is 24 local days. On the eve of the upcoming departure to another world, you will receive a message in the running line: “Dwarf such and such is very old (a)”. After this message, the score goes to our minutes - you need to either dispose of the property of the dying gnome, transferring it to reliable hands (so as not to get lost in the labyrinths), or ... turn it back into a cooing and drooling baby - give him a second (third, tenth...) life. In the second case, all the skills and abilities of the old gnome are preserved in the baby, and you just have to wait until he grows up. There is only one way to accomplish this miracle - to give the potential dead person Elimol (elixir of youth) to drink. Elimol is either found in barrels and crates, or produced in Temple(and before that, you still try to finish building and reinvent yourself along the technological chain). After the natural or unnatural death of a dwarf, all his property remains where he rested, and is quite accessible for collection.

In addition to healthy drinks (such as mood-boosting beer) or elixirs, your gnomes can also produce grillik - mushroom moonshine, the abuse of which is strongly discouraged by the local Ministry of Health. Even Fenrir is wary of this product.

I have already said that the gnomes talk among themselves during their rest. This chatter is not as meaningless as it seems at first glance. In addition to the usual flirting, it also contains useful information. For example, gnomes may start complaining that they are tired of sleeping in a tent - which means they need to think about building a bedroom, and subsequently a chic bedroom. Do gnomes dream of taking a bath? The flag is in your hands. Swapping recipes? It's time to learn how to cook roast hamsters or worm soup, especially since these dishes are much more nutritious than fried mushroom caps.

All these luxuries most directly affect the mood of the gnome population. Of the moping gnome and no worker, and he will die much earlier.

Toward the end of the game, you will be able to build or capture schools and gyms - think for yourself what these structures are for.

The inventory of the gnomes is small. Even very small. There are six slots in total. Even five, given that one must always be free to eat and other useful things. Try to invent backpacks in the sawmill as soon as possible and supply all your gnomes with them. Plus four slots. Not many, of course, but ten is still better than six. True, the backpack itself takes up space in the main inventory, so each gnome will have eight slots for everything, but you can score these eight with peace of mind.

That's how they are, dwarfs - for every eye yes an eye is needed. I hope you have enough of them (eyes) for everyone, and your small tribe will turn into a burrowing-building-slashing-shooting dynasty by the end of the game.

SECOND PAGE

Down and down and down...

Closer, and closer, and closer we come to the most interesting - to the passage. But before we plunge headlong into the dungeons of Midgard, I will add a few more words.

Maps of the worlds of Midgard (and there are four of them in total) are randomly generated from large blocks containing both simple spaces with tunnels and quest objects. So the location of certain objects in the passage, I give conditionally. Let's agree right away - if I say that there you need to go there, then that is where you need to go there. This is the geography of this block of the map, and it does not change. If it says “somewhere below,” then what we are striving for can turn out to be either directly below, or to the side below. Here you will have to hope for luck and dig, dig, dig...

By the way, about where to dig. You must always dig DOWN. Fenrir fled to the center of the earth, where you should strive. Of course, on the way you will meet horizontal passages already dug by someone. Explore them, dig their extensions to the sides. Very often, passing through a horizontal passage, you will find yourself in a vertical adit. If the passage begins to wind like a small snake, this is a sure sign that it will lead you to some necessary or interesting place.

Digging is very easy. Remember Dungeon Keeper. Well, here it is: the same. Reset everything you were interested in in the information panel, right-click anywhere on the screen, click on the icon "Tunnel" at the bottom of the screen and, holding the left mouse button, draw a straight line of the future mine. After that, select the working miners and click on the selected area with the cursor, which has turned into a pick.

Caves are built the same way. Just keep in mind that a cave cannot be dug in an already finished, natural cave - only in a blank wall, and the lower edge of the future cave must rest against the lower edge of the already finished tunnel. And one more thing: the more gnomes dig a cave, the faster it will be built - this is not important in the adit, because more than two or three gnomes will not fit in it anyway.

If the tunnel or cave marker turns red (in whole or in some places), then you can’t dig here - you can’t take hard granite even with a gnome pick. We'll have to dig in the other direction or in another place. Sometimes, in the thickness of granite, strips of normal soil slip through just the width of the mine. Most often they lead to some secret places or necessary premises. It is quite difficult to distinguish such places from granite by eye, and caves will come to the rescue here. No, we will not build them (it still won't work), but if you select a cave, hold down the left mouse button and move the cave marker around a convenient place, then where the marker turns from red to blue, you can dig. Just keep in mind that the lower edge of the marker in such a situation will always be red - after all, there are no dug tunnels, which means that a cave cannot be built. Focus on the middle of the marker.

Now you are already well prepared. It remains only to test your knowledge in practice. Skills will come in the process. Just like the gnomes.

Saved games

As a bonus, I have attached a set of saves - one for each world. This is not the beginning of the worlds, these are the most critical moments in each of the worlds. Moreover, the bases of the gnomes have not been rebuilt, except that there are main buildings - so you still have room for architecture and development, but most of the map is already open, and you know where to go! And isn't that good? Just unzip this archive into a folder \Data\Gamesaves\, and happy days spent playing the game!

Depending on where you read this material, you will find a set of saves either on a CD in the appropriate sections, or on the website by following the link provided.

World first. Virgin forest

So, the elf, which Odin assigned to your gop team as a guide and adviser, meets you on the surface of the earth and gives out two rings - Earth and Life - all that remains of Fenrir's six-ringed collar, which alone could keep him in check. Your task is as simple as three pennies: find the missing four rings, Fenrir and curb him. On the surface, it seems to be good: places - in bulk, mushrooms - grow, food - dried. Most likely, you will have a desire to place the first settlement right here. No need! Pick up everything, break the barrels, grab the box with the fire and dig the vertical adit down. Very soon you will come across horizontal passages going from the central tunnel to the right and left. After exploring them, you will find two cozy caves with mushrooms. Stay in them.

I must say that all the quest-important places in this world are located along the central axis, which is the tunnel you just dug. Focus on him. I'm not saying that they are located strictly along this axis - deviations to the right and left are possible, but small.

Below and to the left of your camp you will find a small cave with two gnomes belonging to the clan Travnikov. Actually, they don’t give a damn about you - they smoked fly agaric cigarettes and don’t understand much, but they will give you a tip: the gate to Underworld can open Housekeeper this clan. However, this is bad luck: the trolls caught the Keykeeper, put her behind bars in their fortress and demand that she open the gate. But she behaves like Zoya Kosmodemyanskaya and does not agree. So, if the Fidgets release the Housekeeper, she may open the gate for them. Dig further.

You may come across three more places: the village of Herbalists, a cave with two trolls and elves. At the Herbalists, if you wish, you can profit from their supplies (just don’t be greedy, otherwise you will find enemies in their face and you will have to fight), it’s better to meddle with the trolls at least three or four of them - in general, in my opinion, they are the strongest opponents in the game ; the elves will ask you to get water, promising in return a super sword - the water is somewhere below. However, keep in mind that you may not meet these places (this is how the map is generated) - they do not matter for solving quest tasks, and therefore their presence on the map is optional.

Digging further down. Finally, you will come across a passage that will lead you to to the hermit. This is the man you need. He will complain to you that the trolls stole hamsters from his farm and ask you to deliver a replacement to him. Catch six hamsters and bring them to the Hermit. In return, he will give you a map of a tunnel under the troll fortress. You can examine it in detail by clicking on it in the inventory while holding down the key alt.

If you move from the Hermit's farm to the right along the passage, dig it a little and go further, then soon you will stumble upon secret place- barrels are deep below, hiding, obviously, a lot of useful things. True, going down directly to the barrels will not work. The only place where you can dig a passage down is to the right, behind the door. But the door doesn't want to open. Do you see a small underground lake above your head? Dig there. A stream of water will rush down to the barrels and open the door. Now go down and get a well-deserved reward.

To the left and below the Hermit's farm is a troll fortress, and above it is a troll outpost. I don’t know what you will get to the bottom of first, but keep in mind: in the troll outpost, you and I are interested in the ring hidden in one of the chests, and in the troll fortress - the Key Holder.

If everything is simple with the outpost - soak the trolls, pick up the ring and other jewelry, then there are two ways to free the Keymaster: the first is to gather the whole team, break the gates of the fortress and endure oh, what a difficult battle with the trolls, and only then free the Keykeeper. The second way is much simpler: on the way to the troll fortress, you will be shown a cartoon where the gnomes will draw your attention to a pothole in the tunnel: this is exactly the place that is marked with a red cross on the Hermit's map. Next, go / dig on the map, and you will come out on the other side of the fortress, where the Keykeeper is languishing in the dungeon. You just have to press the switch and release it. And no fights with trolls! However, you will not see troll treasures from the fortress either. However, no one bothers you to arrange a fight with the trolls even after the release of the prisoner. The housekeeper will tell your dwarves that in order to open the gate, she needs a ring, and will run away in an unknown direction, wishing goodbye to a speedy meeting at the gate to the Underworld.

At this stage, perhaps even before the release of the Keykeeper, it is advisable to start moving your economy lower - somewhere to the level of the fortress.

The gate is at the very bottom. Dig there. Focus on the troll fortress and the central mine. However, options are possible. Most likely, you will draw a map into small squares of tunnels before you stumble upon a passage leading to the gate. But there is no evil without good! Accumulate junk, pump experience.

After you stumble upon the gate and the Keykeeper, she will open the gate for you, and you will have exactly 41 minutes to pack your belongings and move all together to the next world.

World second. The world of sulfur and water

Going down the adit, you will see caves that are quite suitable for arrangement. Settle down there. Even if for some reason you did not have time to transfer your clothes to this world, do not worry - at least you will have a fire. Which means you can start over. Although it's a shame. By the way, you will always have a fire for arranging. Only here is the time spent on the construction of a new farm ...

Well, to the point. Having dug, as expected, down, you will find a horizontal passage. Follow it to the right. Along the way, in addition to any small living creatures, you will also meet other people's flowers, direct contact with which is deadly. They should be shot from a distance with slingshots.

You will eventually stumble upon a village Drummers. If you could steal something from the Herbalists, then such a feint with your ears will not work with the Drummers - or fight, and there are a lot of them. Yes, and they are probably better developed than your Fidgets. After exploring the village, you will stumble upon a cart. Your task is to bring it down from the first level, on which it is located, down to the fourth. There she will roll over and dump a bunch of coal.

However, you can not mess with the trolley. Coal at this stage should not be a critical resource for you. And in the quest with the trolley, a glitch slips - often it cannot be lowered from the third to the fourth level. So, well, this is the fruit of civilization!

Get down to the very bottom of the village of Herbalists and dig even deeper. The road leading down will lead you to a sunken (this is underground!) ship, which the developers, without further ado, called the Titanic. And rightly so, what a trifle!

You will not be able to enter the Titanic, except perhaps in the underwater bell (if you have where and what to build it on) - the ship is filled with water. Dig to the cave to the right of the ship. It contains a Dragon and a pump that can pump water from the Titanic. At the word "dragon" do not tense up, and when you see that the pump requires 30 coal, relax - did I say that coal is not critical ?! So it will be. Walk past the dragon to the pump. The amphibian will ask you to expand its cave. Excavate the tiny cave between the dragon cave and the pump. Then turn on the pump. Approach the bow of the Titanic and then return to the dragon. The animal, in gratitude for the solved housing problem, will start the pump with its fiery breath and pump out water from the ship.

However, the running trolls will kill the dragon, and before his death, he will give you an egg with the punishment to take it to his wife. You won't have to fight the trolls - the dragon will burn them. Go to the Titanic. Get down.

Below you will find a new puzzle. You will not be able to get past the pistons until you turn them off, and obviously only the switch on the opposite side can turn them off. You can get there only through a system of doors that open only for a time sufficient to enter or exit the room with the next switch, but not enough to enter-press-exit. This puzzle is solved by at least three gnomes. The first is on duty at the switch below. The second should be immediately sent up to the left door, the third - to the right. So: press the switch below, start the gnome in the opened left door, press the switch there, start the gnome in the door on the right, the switch below will release the gnome from the left closet, and now he will be able to enter the door that the gnome will open from the right closet. You will find yourself on a ramp that will lead your gnome straight into ... the tentacles of a giant octopus. He will throw your dwarf down, spending some of his health. Your task is to quickly slip past him to the switch that turns off the pistons.

Now gather a team of shooters at the octopus's lair and go to shoot it. Swordsmen and hand-to-hand fighters are useless here - an octopus can only be killed by shooting in the head, swords will not reach it.

After the massacre of the cephalopod, take the ring of Water from the chest that he was guarding, and send the miners to dig a tunnel down at the very end of the passage to the right of the octopus' lair. The rest, let them go to pack their belongings.

Rather late than sooner, you will dig to the ruined bridge. By now you should have 15 mushroom legs and 10 iron (note: not iron ore, but already pure iron). In theory, you should already have a farm, and if you have not grown up to a smelter, then ready-made iron in the right amount can be easily found in the aisles.

After the cartoon about repairing the bridge, cross it with all the belongings and find yourself in a new world.

World third. crystal world

As expected, we go down and deploy the economy. Along the way, you will meet demons and spiders - all of them are not residents in this world. Only spiders after killing should be finished off, then they turn into crystal ore.

Get down even lower. After a series of stairs, you will find yourself almost in the fresh underground air. On the right you will find a huge troll fortress, and directly opposite her - on the left - goggles empty eye sockets abandoned Neposed fortress.

First of all, you should clear the fortress of the trolls. Arrows with slingshots will not help here: trolls, if you notice, are not dumb creatures and rush into hand-to-hand combat. So those who like to wave their fists and swords will be just right here. The main thing is to withstand the first wave of attack. After that, you can heal, accumulate strength, and only then boldly enter the fortress and methodically examine it, destroying everything that moves along the way. In the fortress of the trolls, you and I should be primarily interested not in the jewels stuffed into barrels and chests (although they, too, of course), but in the portrait of Snow White hanging in one of the rooms. After taking this portrait, you can continue to explore the fortress of the trolls or immediately go to the fortress of Fidget.

We need to find three more portraits; one of them is at the top of the tower. And the other two are in secret rooms on the second level below the floor of the fortress. The ability to find secret passages with the help of a cave marker will help you a lot here. Also take a closer look at the textures.

After collecting all three portraits, go down another level in picture room. Here you need to correctly place the paintings found: Snow White should look at the portrait of an elderly dwarf, and the rest of the portraits should be hung so that they are arranged in size - from larger to smaller and look in the right direction - in the center.

Once you place the portraits correctly, the doors to the right and left will open. The left one will take you to a pantry filled with gold. There you will also find hyperboloid. Sha! This is not a weapon, why were you happy ?! This is a local analogue of a jackhammer - not everyone swings a pick!

The passage in the right door will eventually lead you to Umnikov village. I must say right away - you have to capture this village. No panic! Smarties, that's why they are smarties, to think, not to shoot. Fighters of them, frankly, none. True, here's the hitch: when approaching the village, your men rolled their eyes and went somewhere. So further investigation and rescue of the men lies solely on the powerful shoulders of the women's team.

Get down to the very bottom of the village without making any hostile steps against the Smarties yet - this is important! You should find yourself in a huge hall with some kind of incomprehensible unit. Here you will be shown a cartoon explaining in detail what happened to your men: the sorceress Laurili she enchanted them with her singing and chained them in crystals in her lair. The wise men saved several of their men by building a gramophone that drowns out Laurili's singing with its sound. The gramophone is a gramophone, but it works thanks not only to a wheel with a huge hamster, but also to another ring, shining invitingly in the depths of the structure.

Since it shines invitingly, it means that it is necessary to grab it. From now on, the wise men become yours sworn enemies, and the hamster breaks out of the wheel. Fight on two fronts, and may One be with you! The only advice I can give is to stay where you are - don't run after the Smarties all over the village. They themselves will fly up to you on their boards. This is where you put them. Explore the battlefield: if you haven't got your own flying boards, pick up what's left of the Wise Men. Some of them had guns - don't hesitate.

Just below primitive cuisine Smarties... oh, sorry... your primitive kitchen has a passage leading to the right and closed by a door. That's where you put your feet. You will come to a labyrinth. Examine it all (by the way, there are still a couple of crystals). Dig passages in the walls of the labyrinth wherever possible. You have probably already found your men. But we will deal with this much later.

First, let's see what is hidden in the chest behind the door, which cannot be opened in any way. Insert the ring of Magic stolen from the Wise Men into the hands of the statue and turn the pillars so that the rays from them shine straight into this ring. Well, then everything is simple: insert the crystals into the lamps so that the beam cast by the ring comes straight to the locked door.

Well, the door is broken, and in the chest it turned out fire amulet adding power Fire Sword and uplifting mood. If you have a Fire Sword, the amulet should go straight to its blessed bearer.

Before freeing the men, by inserting the crystals into the necessary lamps, turn off all your household (at least collect everything you need), do not forget the household of your men - they will come out of the crystals with absolutely nothing, only in clothes. Drag everything collected to the cave with the men - and now you can free them!

After the release of the men, you will have 21 minutes to go through the opened gate to...

World Four. lava valley

Everything is as usual. Get down, line up, dress the rescued men. Do not be upset if you miss one of the men - they age even in crystals, however, more slowly.

Along the way you will meet Madame Dragon. Give her farewell greetings to her husband - an egg - and you will receive Magic Hammer.

After a successful arrangement in a new place, gather an army and go down. As you go down, you will find on the left lava castle and a new puzzle. In this castle at the top, you will find the last ring - the Ring of Fire. However, access to it is prevented by lava that has filled four passages. There are four buttons on the wall in the castle hallway, when pressed, arrows are displayed above them, showing in which of the passages the lava moves in which direction. To lower the lava flow to the desired level, the same button will have to be pressed several times.

Two gnomes need to act here - one presses the buttons, the other, being careful of the bas-reliefs spitting fire, makes his way to the ring. I think it will not be difficult for you to figure out what's what - everything is quite clear and simple. Having taken the ring, close the valve, and now you can easily return to yours without any button pressing.

From the Lava Castle, your path lies to the right and down into the village... What were their names? I do not remember! Yes, it doesn't matter.

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